Phasing Sequence... I have questions if anyone knows...

As title, if anyone knows please...

Is the amount of hull damage affected by the engineering? E.G. Does an overcharged phasing sequence laser do more BLEED damage than an efficient one?

Is the phasing sequence damage affected by falloff? E.G. If I am beyond fall off range (500m for burst), is the BLEED damage less?

Naturally, I assume this is the case, but can anyone confirm that bleed component increases with hardpoint size?

Thanks!
 
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I would presume so since the base damage is higher. However it probably still factors in the fall off range I complained about before.
 
Hmm. No idea here. But if you need a target to try, I can do that for you. The next day I probably really find time for ED is Wednesday, so we can arrange something there.
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I'd prefer to do that in the beta, I still need to be shot at there in a controlled environment, anyway. I want to check if an issue which I reported during one of the earlier betas still exists, there never was feedback to my report or anything in the patch notes, to indicate that it was fixed.
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I would presume so since the base damage is higher. However it probably still factors in the fall off range I complained about before.

From what I've read, both of those assumptions are wrong. Threeofnine said in one of his videos that falloff doesn't affect phasing sequence, but that was some time ago, hence I'm asking if anyone knows for sure what the current status is.

Added third question in OP about effect from hardpoint size (naturally, I assume that DOES affect the amount of hull damage).
 
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Hmm. No idea here. But if you need a target to try, I can do that for you. The next day I probably really find time for ED is Wednesday, so we can arrange something there.
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I'd prefer to do that in the beta, I still need to be shot at there in a controlled environment, anyway. I want to check if an issue which I reported during one of the earlier betas still exists, there never was feedback to my report or anything in the patch notes, to indicate that it was fixed.
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I might take you up on that.

I actually registered the site today dangerousjerks.com, a parody of WoW's theorycrafting site, elitistjerks. I'm planning on putting a forum on it for pure E-D theorycrafting discussions.
 
From what I've read, both of those assumptions are wrong. Threeofnine said in one of his videos that falloff doesn't affect phasing sequence, but that was some time ago, hence I'm asking if anyone knows for sure what the current status is.

Added third question in OP about affect from hardpoint size (naturally, I assume that DOES affect the amount of hull damage).

Which is why I answered as I did. Higher base damage should elevate the extent of damage that bled through to Hull. Much like how the harder hitting plasma with the effect knocks larger chunks off in one go.

Fall off should be factored in or it effectively indicates the game has broken mechanics.
 
Which is why I answered as I did. Higher base damage should elevate the extent of damage that bled through to Hull. Much like how the harder hitting plasma with the effect knocks larger chunks off in one go.

Fall off should be factored in or it effectively indicates the game has broken mechanics.

I agree, that should be the case. Not sure if it is though...
 
I agree, that should be the case. Not sure if it is though...

It just seems to look at the base damage and calculates a percentage from that without factoring in class size or efficiency vs Hull armour rating etc. For example, a Cytoscrambler is useless against a hull, but with phasing sequence it apparently knocks one all to hell, I heard, despite being a small laser weapon.

Who knows the full story. FD really ought to communicate it better in a game where people make choices and grind for them.
 
AFAIK PS bleed damage is a fixed proportion of the weapons overall damage. So it would scale up with engineering and down with drop-off.

I have both in Lazors and PA's. A full PA Vette with PS is amazing. I defeated a PvP Cutter without it ever losing more than a ring of shields... lol.
 
AFAIK PS bleed damage is a fixed proportion of the weapons overall damage. So it would scale up with engineering and down with drop-off.

I have both in Lazors and PA's. A full PA Vette with PS is amazing. I defeated a PvP Cutter without it ever losing more than a ring of shields... lol.

Cheers Bill, looks like we'll have to do some testing. :)
 
AFAIK PS bleed damage is a fixed proportion of the weapons overall damage. So it would scale up with engineering and down with drop-off.

I have both in Lazors and PA's. A full PA Vette with PS is amazing. I defeated a PvP Cutter without it ever losing more than a ring of shields... lol.

Now that sounds like something i could easily get into.
 
I have not done any scientific testing personally but from what I remember reading in forums it goes like this:

- Phasing effect applies a fixed amount of absolute damage per hit. It should be 10% of base weapon damage (so it is dependent on overcharged / efficient mod).
- It is not affected by distance, as long as you hit shields the phasing effect is applied in full.
- Being absolute, it is also not affected by piercing values or target hull resistances.
- Phasing does nothing at all when shields are down.
 
I have not done any scientific testing personally but from what I remember reading in forums it goes like this:

- Phasing effect applies a fixed amount of absolute damage per hit. It should be 10% of base weapon damage (so it is dependent on overcharged / efficient mod).
- It is not affected by distance, as long as you hit shields the phasing effect is applied in full.
- Being absolute, it is also not affected by piercing values or target hull resistances.
- Phasing does nothing at all when shields are down.

Sounds reasonable, thanks. Think I still want to test it, so I'll update if I learn anything new. :)
 
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